Hello awesome kitchen folks and I hope you are having a super mega day today! Today I wanted to start a five article Top Ten series with you looking at my Top Pinpoint Removal for your consideration. This is just for White stuff only, so mono-White but red kicker's like Orim's Thunder won't be charting. This is just for pinpoint 1:1 removal, not sweeping removal like Wrath of God. This is removal not delays like Blue's bouncing or White's temporary removal with Oblivion Ring effects. My views might be a little off from the top stuff at the top, but we'll see it later to see why they are there! Let's get started!
Honorable Mention #1. (#13. Overall) - Seal of Cleansing AND Dispeller's Capsule
First are these two early drop common enchantment/artifact that can be sacrificed to destroy an artifact or enchantment. They are ideal in enchantment/artifact matter brews. Since people often have artifact and enchantments all up and down, they may be less inclined to annoy you by targeting you or attacking, so they'll have great board ability, and then once used you can recur them with Argivian Archaeologist or Oltec Archaeologists for the latter and Replenish and Starfield of Nyx for the former.
Honorable Mention #2. (#12 Overall) - Dispatch
Next is this one-mana instant tapper, or exile instead with metalcraft, so easy to do in any Commander and multiplayer deck even without trying from mana rocks like Sol Ring to equipment everyone plays like Lightning Greaves and Skullclamp to card draw like Sensei's Divining Top and The One Ring and to artifact tokens like Treasures and Clues. Love it loads!
Honorable Mention #3. (#11. Overall) - Crib Swap
This fun three-cost instant that'll exile any dork and leave behind a 1/1 dork that's changeling shapeshifter colorless is next! It costs two more than Dispatch above, but it'll always exile, and with that changing kindred instant this can be tutored by any kindred caring card. Love that fact loads. Don't sleep on this synergistic removal spell!
#10. True Love's Kiss AND Forsake the Worldly
Next're (all made up words and contractions are mine) two common White instants that'll exile an enchantment or an artifact. The first costs four, and then cantrips, so it's a free spell. The second costs three, and then has cycling two in case you don't have targets or just wanna dig. Love this pair much for card flow.
#9. The Wandering Emperor
Our top-scoring planeswalker is this four-drop flashing activatable on the turn it arrives 3 loyalty lady! You can +1 her to grow a dork permanently with a +1/+1 counter and first strike, -1 to make a 2/2 vigilance Samurai and the -2 to exile a tapping dork and gain 2 life too. That's why she's here, to exile a tapped dork that's usually attacking you and at instant speed.
#8. Fateful Absence
This two mana splashable instant is next, and it can destroy a dork or planeswalker too, they can investigate. Don't forget to run this with your stuff to make and crack a Clue for the digging! It's a bit underrated but I adore this cheaper colorshifted Hero's Downfall. Enjoy it too!
#7. Get Lost
Back-to-back two-cost splashable removal spells that'll destroy a critter and planeswalker, this adds enchantments to the target radius from the previous one, but then the foe with the lost thing will two Maps instead of one Clue. Worth it! They just explore twice.
#6. Crush Contraband AND Return to Dust
They cost four mana each, exile an artifact, enchantment or both to give you card advantage with the 2:1. The former splashable, always does this! The latter one with a less splashable cost will only do both when cast on your main phase, like the instant speed addendum ability that also powers up then too, but unlike the former, you can exile two artifacts or enchantments or one of each.
#5. Swords to Plowshares
Sorry STP fans, this is fifth! This one cost exiling of a dork with a life gain is an iconic answer, then and now! But the fact that in only removes dorks makes it worse than the modern version. I rarely run this in my White decks into my answer section in Commander for that reason. There are better card, but outside of single Commander, like Five Color with 300 cards, then it's more well run with me, and I prefer it in 60 card 20 life formats, more too, where exiling the dork you need to that they built around won't be replayable from the Command Zone. Hence it hitting here, but no higher...
#4. Stroke of Midnight
...like this three cost destroy anything not a land and just a 1/1 dork is left. Compared to the cheaper but one card removal spell of Swords? Built in there is the non-land phase, so it'll destroy everything new introduction like Battles and such. It's the same cost as Crib Swap, leaves behind the same benefit, but the target range is massively different. The only thing this doesn't do is exile.
#3. Loran of the Third Path AND Witch Enchanter // Witch-Blessed Meadow
The three-drop 2/1 vigilance legendary lady can destroy an enchantment or artifact on arrival, like a color shifted Reclamation Sage. Then you can tap her to have yourself and another foe draw that card. Then just printed is the modal land four mana 2/2 dork with the same ability, but no vigilance and such but on a land that arrives untapped if you need it with life loss of three. You can just pull a land spot for it, and then both of these are awesome together, and add something beyond Disenchant removal on a stick with card draw or lands. This pair is our highest hitting permanent and Disenchant effect. Get them, run them, love them!
#2. Path to Exile
Hello Path fans! Happiest of days to you! This one mana exiling removal spell will take out a dork like Swords to Plowshares, but they can ramp a basic land tapped. Why do I prefer this to STP in Commander, multiplayer, and kitchen table play? Most feel that the life gain from STP is better to give away for you than the permanent ramping of this. Why? Because it's more synergetic with what White is doing as a color. Take Land Tax or Knight of the White Orchid as great examples! They will only work if someone has more lands than you. So...Path them! I have Pathed myself to ramp, or Path someone to get them out of mana screw. Nothing works like Path at making friends, or to ramp yourself if you're missing a color or just are at 2 lands. Get your Path to Exile on!
#1. Generous Gift
This three-cost 3/3 Elephant-giving instant spell is our top card! I always start my removal selection with this if it's White. It's iconic, it's flexible, it's awesome, and it's ready to punch people's faces in with that destruction of anything! From Gaea's Cradle to Tolarian Academy to Invasion of Alara to Elspeth, Sun's Champion to The One Ring to Rhystic Study! Destroy it all! Muahahaa!
There we go! What did you think of my top 1:1 pinpoint removal spells in White? I hope you liked them much! What's yours, and what did I miss? Remember, this is just my list, yours may vary all up and down the block, and are just as valuable as mine! Enjoy!